Monthly Archives: November 2010

Jet Set Willy C64 WTF?

Yesterday while looking for the PSU for my Parker MidiFly MIDI box (unsuccessful, so if you have any pointers, I’m all ears), I found my original, sealed copy of Jet Set Willy C64. Are you tired of me telling you … Continue reading

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Crazy, Crazy World

The world seems to have gone to hell. Countries are on the verge of collapsing, economies held together with sticky tape and Pritt stick, kids getting beaten up by police on the streets of London and Liberals turning out to … Continue reading

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What is Chimera?

I’m really understanding what this game is about now. Energy Environment Reframing the past Redemption In order for the game to be about the above list, these all have to be factored into gameplay. And that’s my challenge. The energy … Continue reading

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The Boost Library

I’ve been struggling for a while with indecision. At first I wanted to write an event system from scratch. Then I got sidetracked somewhat by McShaffry’s Game Coding Complete (bought in Kindle format and read on iPad). I’ve been doing … Continue reading

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Nothing

All I’ve done this weekend is rest. I’ve not written a single line of C++. I feel this gnawing dread that I won’t have a demo this year at this rate. I’ve been thinking of how to implement an event … Continue reading

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Illusions

    Have a look at Rob Fearon’s piece, “We Love Glow” when you get the chance. A man after my own heart, playing with the kind of looks afforded by modern software and hardware. That’s what I call “retro … Continue reading

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Big Pixels – You Like?

That code I showed you the other day – that was like showing a doctor a boil on your backside that you’d unsuccessfully treated with a home remedy of a pin sterilised in a match flame. Don’t worry, the code … Continue reading

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Gory Detail

Here then, in all its gory detail, is the the file I’ve been working on this evening. Most of my time was wasted in trying to work out how the vector class worked and getting to the bottom of arcane … Continue reading

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